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/////////////////////////////////////////
/////////////////Weapons/////////////////
/////////////////////////////////////////
/datum/design/c38/sec
id = "c38_sec"
build_type = PROTOLATHE | AWAY_LATHE
category = list(
RND_CATEGORY_WEAPONS + RND_SUBCATEGORY_WEAPONS_AMMO
)
departmental_flags = DEPARTMENT_BITFLAG_SECURITY
autolathe_exportable = FALSE //Redundant, there's already an autolathe version.
/datum/design/c38_trac
name = "Speed Loader (.38 TRAC) (Less Lethal)"
desc = "Designed to quickly reload revolvers. TRAC bullets embed a tracking implant within the target's body. The implant's signal is incompatible with teleporters."
id = "c38_trac"
build_type = PROTOLATHE | AWAY_LATHE
materials = list(
/datum/material/iron = HALF_SHEET_MATERIAL_AMOUNT * 3,
/datum/material/silver = HALF_SHEET_MATERIAL_AMOUNT * 1.5,
/datum/material/gold = HALF_SHEET_MATERIAL_AMOUNT,
)
build_path = /obj/item/ammo_box/speedloader/c38/trac
category = list(
RND_CATEGORY_WEAPONS + RND_SUBCATEGORY_WEAPONS_AMMO
)
departmental_flags = DEPARTMENT_BITFLAG_SECURITY
/datum/design/c38_hotshot
name = "Speed Loader (.38 Hot Shot) (Very Lethal)"
desc = "Designed to quickly reload revolvers. Hot Shot bullets contain an incendiary payload."
id = "c38_hotshot"
build_type = PROTOLATHE | AWAY_LATHE
materials = list(
/datum/material/iron = HALF_SHEET_MATERIAL_AMOUNT * 3,
/datum/material/plasma = HALF_SHEET_MATERIAL_AMOUNT * 1.5,
)
build_path = /obj/item/ammo_box/speedloader/c38/hotshot
category = list(
RND_CATEGORY_WEAPONS + RND_SUBCATEGORY_WEAPONS_AMMO
)
departmental_flags = DEPARTMENT_BITFLAG_SECURITY
/datum/design/c38_iceblox
name = "Speed Loader (.38 Iceblox) (Lethal/Very Lethal (Lizardpeople))"
desc = "Designed to quickly reload revolvers. Iceblox bullets contain a cryogenic payload."
id = "c38_iceblox"
build_type = PROTOLATHE | AWAY_LATHE
materials = list(
/datum/material/iron = HALF_SHEET_MATERIAL_AMOUNT * 3,
/datum/material/plasma = HALF_SHEET_MATERIAL_AMOUNT * 1.5,
)
build_path = /obj/item/ammo_box/speedloader/c38/iceblox
category = list(
RND_CATEGORY_WEAPONS + RND_SUBCATEGORY_WEAPONS_AMMO
)
departmental_flags = DEPARTMENT_BITFLAG_SECURITY
/datum/design/c38_rubber
name = "Speed Loader (.38 Rubber) (Less Lethal)"
desc = "Designed to quickly reload revolvers. Rubber bullets are bouncy and less-than-lethal."
id = "c38_rubber"
build_type = PROTOLATHE | AWAY_LATHE
materials = list(/datum/material/iron = HALF_SHEET_MATERIAL_AMOUNT * 3)
build_path = /obj/item/ammo_box/speedloader/c38/match/bouncy
category = list(
RND_CATEGORY_WEAPONS + RND_SUBCATEGORY_WEAPONS_AMMO
)
departmental_flags = DEPARTMENT_BITFLAG_SECURITY
/datum/design/c38_true
name = "Speedloader (.38 True Strike) (Lethal)"
desc = "Designed to quickly reload revolvers. Bullets bounce towards new targets with surprising accuracy and can strike through armored target"
id = "c38_true_strike"
build_type = PROTOLATHE | AWAY_LATHE
materials = list(
/datum/material/iron = HALF_SHEET_MATERIAL_AMOUNT * 3,
/datum/material/bluespace = HALF_SHEET_MATERIAL_AMOUNT * 1.5,
)
build_path = /obj/item/ammo_box/speedloader/c38/true
category = list(
RND_CATEGORY_WEAPONS + RND_SUBCATEGORY_WEAPONS_AMMO
)
departmental_flags = DEPARTMENT_BITFLAG_SECURITY
/datum/design/c38_flare
name = "Speedloader (.38 Flare) (VERY Lethal)"
desc = "Designed to quickly reload revolvers. Flare casings launch a concentrated particle beam towards a target, lighting them up for everyone to see."
id = "c38_flare"
build_type = PROTOLATHE | AWAY_LATHE
materials = list(
/datum/material/iron = HALF_SHEET_MATERIAL_AMOUNT * 3,
/datum/material/uranium = HALF_SHEET_MATERIAL_AMOUNT,
/datum/material/gold = HALF_SHEET_MATERIAL_AMOUNT,
)
build_path = /obj/item/ammo_box/speedloader/c38/flare
category = list(
RND_CATEGORY_WEAPONS + RND_SUBCATEGORY_WEAPONS_AMMO
)
departmental_flags = DEPARTMENT_BITFLAG_SECURITY
/datum/design/c38_mag
name = "Magazine (.38) (Lethal)"
desc = "Designed to tactically reload a NT BR-38 Battle Rifle. Less powerful by design, guns chambered in .38 caliber rounds are still quite popular for use by police forces, \
private security firms and organizations unable to access energy-based nonlethal weaponry. The lower (relative) penetrative power is useful for preventing potential hull damage \
aboard space stations and shuttles."
id = "c38_mag"
build_type = PROTOLATHE | AWAY_LATHE
materials = list(
/datum/material/iron = SHEET_MATERIAL_AMOUNT * 5,
/datum/material/plastic = HALF_SHEET_MATERIAL_AMOUNT * 4,
)
build_path = /obj/item/ammo_box/magazine/m38
category = list(
RND_CATEGORY_WEAPONS + RND_SUBCATEGORY_WEAPONS_AMMO
)
departmental_flags = DEPARTMENT_BITFLAG_SECURITY
/datum/design/c38_trac_mag
name = "Magazine (.38 TRAC) (Less Lethal)"
desc = "Designed to tactically reload a NT BR-38 Battle Rifle. TRAC bullets embed a tracking implant within the target's body. The implant's signal is incompatible with teleporters."
id = "c38_trac_mag"
build_type = PROTOLATHE | AWAY_LATHE
materials = list(
/datum/material/iron = SHEET_MATERIAL_AMOUNT * 5,
/datum/material/silver = HALF_SHEET_MATERIAL_AMOUNT * 1.5,
/datum/material/gold = HALF_SHEET_MATERIAL_AMOUNT,
/datum/material/plastic = HALF_SHEET_MATERIAL_AMOUNT * 4,
)
build_path = /obj/item/ammo_box/magazine/m38/trac
category = list(
RND_CATEGORY_WEAPONS + RND_SUBCATEGORY_WEAPONS_AMMO
)
departmental_flags = DEPARTMENT_BITFLAG_SECURITY
/datum/design/c38_hotshot_mag
name = "Magazine (.38 Hot Shot) (Very Lethal)"
desc = "Designed to tactically reload a NT BR-38 Battle Rifle. Hot Shot bullets contain an incendiary payload."
id = "c38_hotshot_mag"
build_type = PROTOLATHE | AWAY_LATHE
materials = list(
/datum/material/iron = SHEET_MATERIAL_AMOUNT * 5,
/datum/material/plasma = HALF_SHEET_MATERIAL_AMOUNT * 1.5,
/datum/material/plastic = HALF_SHEET_MATERIAL_AMOUNT * 4,
)
build_path = /obj/item/ammo_box/magazine/m38/hotshot
category = list(
RND_CATEGORY_WEAPONS + RND_SUBCATEGORY_WEAPONS_AMMO
)
departmental_flags = DEPARTMENT_BITFLAG_SECURITY
/datum/design/c38_iceblox_mag
name = "Magazine (.38 Iceblox) (Lethal/Very Lethal (Lizardpeople))"
desc = "Designed to tactically reload a NT BR-38 Battle Rifle. Iceblox bullets contain a cryogenic payload."
id = "c38_iceblox_mag"
build_type = PROTOLATHE | AWAY_LATHE
materials = list(
/datum/material/iron = SHEET_MATERIAL_AMOUNT * 5,
/datum/material/plasma = HALF_SHEET_MATERIAL_AMOUNT * 1.5,
/datum/material/plastic = HALF_SHEET_MATERIAL_AMOUNT * 4,
)
build_path = /obj/item/ammo_box/magazine/m38/iceblox
category = list(
RND_CATEGORY_WEAPONS + RND_SUBCATEGORY_WEAPONS_AMMO
)
departmental_flags = DEPARTMENT_BITFLAG_SECURITY
/datum/design/c38_rubber_mag
name = "Magazine (.38 Rubber) (Less Lethal)"
desc = "Designed to tactically reload a NT BR-38 Battle Rifle. Rubber bullets are bouncy and less-than-lethal."
id = "c38_rubber_mag"
build_type = PROTOLATHE | AWAY_LATHE
materials = list(
/datum/material/iron = SHEET_MATERIAL_AMOUNT * 5,
/datum/material/plastic = HALF_SHEET_MATERIAL_AMOUNT * 4,
)
build_path = /obj/item/ammo_box/magazine/m38/match/bouncy
category = list(
RND_CATEGORY_WEAPONS + RND_SUBCATEGORY_WEAPONS_AMMO
)
departmental_flags = DEPARTMENT_BITFLAG_SECURITY
/datum/design/c38_true_mag
name = "Magazine (.38 True Strike) (Lethal)"
desc = "Designed to tactically reload a NT BR-38 Battle Rifle. Bullets bounce towards new targets with surprising accuracy and can strike through armored target"
id = "c38_true_strike_mag"
build_type = PROTOLATHE | AWAY_LATHE
materials = list(
/datum/material/iron = SHEET_MATERIAL_AMOUNT * 5,
/datum/material/plastic = HALF_SHEET_MATERIAL_AMOUNT * 4,
/datum/material/bluespace = HALF_SHEET_MATERIAL_AMOUNT * 1.5,
)
build_path = /obj/item/ammo_box/magazine/m38/true
category = list(
RND_CATEGORY_WEAPONS + RND_SUBCATEGORY_WEAPONS_AMMO
)
departmental_flags = DEPARTMENT_BITFLAG_SECURITY
/datum/design/c38_flare_mag
name = "Magazine (.38 Flare) (VERY Lethal)"
desc = "Designed to tactically reload a NT BR-38 Battle Rifle. Flare casings launch a concentrated particle beam towards a target, lighting them up for everyone to see."
id = "c38_flare_mag"
build_type = PROTOLATHE | AWAY_LATHE
materials = list(
/datum/material/iron = SHEET_MATERIAL_AMOUNT * 5,
/datum/material/plastic = HALF_SHEET_MATERIAL_AMOUNT * 4,
/datum/material/uranium = HALF_SHEET_MATERIAL_AMOUNT * 1.5,
/datum/material/gold = HALF_SHEET_MATERIAL_AMOUNT * 1.5,
)
build_path = /obj/item/ammo_box/magazine/m38/flare
category = list(
RND_CATEGORY_WEAPONS + RND_SUBCATEGORY_WEAPONS_AMMO
)
departmental_flags = DEPARTMENT_BITFLAG_SECURITY
/datum/design/c38_flare_mag
name = "Magazine (.38 Flare) (VERY Lethal)"
desc = "Designed to tactically reload a NT BR-38 Battle Rifle. Flare casings launch a concentrated particle beam towards a target, lighting them up for everyone to see."
id = "c38_flare_mag"
build_type = PROTOLATHE | AWAY_LATHE
materials = list(
/datum/material/iron = SHEET_MATERIAL_AMOUNT * 5,
/datum/material/plastic = HALF_SHEET_MATERIAL_AMOUNT * 4,
/datum/material/uranium = HALF_SHEET_MATERIAL_AMOUNT * 1.5,
/datum/material/gold = HALF_SHEET_MATERIAL_AMOUNT * 1.5,
)
build_path = /obj/item/ammo_box/magazine/m38/flare
category = list(
RND_CATEGORY_WEAPONS + RND_SUBCATEGORY_WEAPONS_AMMO
)
departmental_flags = DEPARTMENT_BITFLAG_SECURITY
/datum/design/rubbershot/sec
id = "sec_rshot"
desc = "Rubbershot shotgun shells. Fires a cloud of pellets. Rubber bullets are bouncy and less-than-lethal."
build_type = PROTOLATHE | AWAY_LATHE
category = list(
RND_CATEGORY_WEAPONS + RND_SUBCATEGORY_WEAPONS_AMMO
)
departmental_flags = DEPARTMENT_BITFLAG_SECURITY
autolathe_exportable = FALSE //Redundant
/datum/design/beanbag_slug/sec
id = "sec_beanbag_slug"
desc = "Beanbag slug shotgun shells. Fires a single slug (a beanbag). Less-than-lethal."
build_type = PROTOLATHE | AWAY_LATHE
category = list(
RND_CATEGORY_WEAPONS + RND_SUBCATEGORY_WEAPONS_AMMO
)
departmental_flags = DEPARTMENT_BITFLAG_SECURITY
autolathe_exportable = FALSE
/datum/design/shotgun_dart/sec
id = "sec_dart"
desc = "Dart shotgun shells. Fires a single projectile (a dart). Can be filled with chemicals, \
which it injects upon striking a target. Otherwise, very weak."
build_type = PROTOLATHE | AWAY_LATHE
category = list(
RND_CATEGORY_WEAPONS + RND_SUBCATEGORY_WEAPONS_AMMO
)
departmental_flags = DEPARTMENT_BITFLAG_SECURITY
autolathe_exportable = FALSE
/datum/design/incendiary_slug/sec
id = "sec_Islug"
desc = "Dart shotgun shells. Fires a single slug. Ignites a target upon hit, \
and leaves a trail of fire as it flies through the air. Very user unfriendly, but effective."
build_type = PROTOLATHE | AWAY_LATHE
category = list(
RND_CATEGORY_WEAPONS + RND_SUBCATEGORY_WEAPONS_AMMO
)
departmental_flags = DEPARTMENT_BITFLAG_SECURITY
autolathe_exportable = FALSE
/* BUBBER EDIT REMOVAL BEGIN
/datum/design/mag_autorifle
name = "WT-550 Autorifle Magazine (4.6x30mm) (Lethal)"
desc = "A 20 round magazine for the out of date WT-550 Autorifle."
id = "mag_autorifle"
build_type = PROTOLATHE | AWAY_LATHE
materials = list(/datum/material/iron = SHEET_MATERIAL_AMOUNT * 2)
build_path = /obj/item/ammo_box/magazine/wt550m9
category = list(
RND_CATEGORY_WEAPONS + RND_SUBCATEGORY_WEAPONS_AMMO
)
departmental_flags = DEPARTMENT_BITFLAG_SECURITY
/datum/design/mag_autorifle/ap_mag
name = "WT-550 Autorifle Armour Piercing Magazine (4.6x30mm AP) (Lethal)"
desc = "A 20 round armour piercing magazine for the out of date WT-550 Autorifle."
id = "mag_autorifle_ap"
materials = list(/datum/material/iron = SHEET_MATERIAL_AMOUNT * 3, /datum/material/silver = SMALL_MATERIAL_AMOUNT * 6)
build_path = /obj/item/ammo_box/magazine/wt550m9/wtap
departmental_flags = DEPARTMENT_BITFLAG_SECURITY
/datum/design/mag_autorifle/ic_mag
name = "WT-550 Autorifle Incendiary Magazine (4.6x30mm IC) (Lethal/Highly Destructive)"
desc = "A 20 round armour piercing magazine for the out of date WT-550 Autorifle."
id = "mag_autorifle_ic"
materials = list(/datum/material/iron = SHEET_MATERIAL_AMOUNT * 3, /datum/material/silver = SMALL_MATERIAL_AMOUNT * 6, /datum/material/glass =HALF_SHEET_MATERIAL_AMOUNT)
build_path = /obj/item/ammo_box/magazine/wt550m9/wtic
departmental_flags = DEPARTMENT_BITFLAG_SECURITY
*/// BUBBER EDIT REMOVAL END
/datum/design/pin_testing
name = "Test-Range Firing Pin"
desc = "This safety firing pin allows firearms to be operated within proximity to a firing range."
id = "pin_testing"
build_type = PROTOLATHE | AWAY_LATHE
materials = list(/datum/material/iron =SMALL_MATERIAL_AMOUNT*5, /datum/material/glass =SMALL_MATERIAL_AMOUNT * 3)
build_path = /obj/item/firing_pin/test_range
category = list(
RND_CATEGORY_WEAPONS + RND_SUBCATEGORY_WEAPONS_FIRING_PINS
)
departmental_flags = DEPARTMENT_BITFLAG_SECURITY
/datum/design/pin_mindshield
name = "Mindshield Firing Pin"
desc = "This is a security firing pin which only authorizes users who are mindshield-implanted."
id = "pin_loyalty"
build_type = PROTOLATHE | AWAY_LATHE
materials = list(/datum/material/silver = SMALL_MATERIAL_AMOUNT * 6, /datum/material/diamond = SMALL_MATERIAL_AMOUNT * 6, /datum/material/uranium =SMALL_MATERIAL_AMOUNT * 2)
build_path = /obj/item/firing_pin/implant/mindshield
category = list(
RND_CATEGORY_WEAPONS + RND_SUBCATEGORY_WEAPONS_FIRING_PINS
)
departmental_flags = DEPARTMENT_BITFLAG_SECURITY
/datum/design/pin_explorer
name = "Outback Firing Pin"
desc = "This firing pin only shoots while ya ain't on station, fair dinkum!"
id = "pin_explorer"
build_type = PROTOLATHE | AWAY_LATHE
materials = list(/datum/material/silver =HALF_SHEET_MATERIAL_AMOUNT, /datum/material/gold =HALF_SHEET_MATERIAL_AMOUNT, /datum/material/iron =SMALL_MATERIAL_AMOUNT*5)
build_path = /obj/item/firing_pin/explorer
category = list(
RND_CATEGORY_WEAPONS + RND_SUBCATEGORY_WEAPONS_FIRING_PINS
)
departmental_flags = DEPARTMENT_BITFLAG_SECURITY
/datum/design/stunrevolver
name = "Tesla Cannon Part Kit (Lethal)"
desc = "The kit for a high-tech cannon that fires internal, reusable bolt cartridges in a revolving cylinder. The cartridges can be recharged using conventional rechargers."
id = "stunrevolver"
build_type = PROTOLATHE | AWAY_LATHE
materials = list(/datum/material/iron = SHEET_MATERIAL_AMOUNT * 5, /datum/material/glass = SHEET_MATERIAL_AMOUNT * 5, /datum/material/silver = SHEET_MATERIAL_AMOUNT * 5)
build_path = /obj/item/weaponcrafting/gunkit/tesla
category = list(
RND_CATEGORY_WEAPONS + RND_SUBCATEGORY_WEAPONS_KITS
)
departmental_flags = DEPARTMENT_BITFLAG_SECURITY
autolathe_exportable = FALSE
/datum/design/nuclear_gun
name = "Advanced Energy Gun Part Kit (Lethal/Nonlethal)"
desc = "The kit for an energy gun with an experimental miniaturized reactor."
id = "nuclear_gun"
build_type = PROTOLATHE | AWAY_LATHE
materials = list(/datum/material/iron = SHEET_MATERIAL_AMOUNT * 5, /datum/material/glass =SHEET_MATERIAL_AMOUNT, /datum/material/uranium =SHEET_MATERIAL_AMOUNT * 1.5, /datum/material/titanium =HALF_SHEET_MATERIAL_AMOUNT)
build_path = /obj/item/weaponcrafting/gunkit/nuclear
category = list(
RND_CATEGORY_WEAPONS + RND_SUBCATEGORY_WEAPONS_KITS
)
departmental_flags = DEPARTMENT_BITFLAG_SECURITY
autolathe_exportable = FALSE
/datum/design/tele_shield
name = "Telescopic Riot Shield"
desc = "An advanced riot shield made of lightweight materials that collapses for easy storage."
id = "tele_shield"
build_type = PROTOLATHE | AWAY_LATHE
materials = list(/datum/material/iron = SHEET_MATERIAL_AMOUNT * 2, /datum/material/glass = SHEET_MATERIAL_AMOUNT * 2, /datum/material/silver =SMALL_MATERIAL_AMOUNT * 3, /datum/material/titanium =SMALL_MATERIAL_AMOUNT * 2)
build_path = /obj/item/shield/riot/tele
category = list(
RND_CATEGORY_WEAPONS + RND_SUBCATEGORY_WEAPONS_MELEE
)
departmental_flags = DEPARTMENT_BITFLAG_SECURITY
autolathe_exportable = FALSE
/datum/design/ballistic_shield
name = "Ballistic Shield"
desc = "A heavy shield designed for blocking projectiles, weaker to melee."
id = "ballistic_shield"
build_type = PROTOLATHE | AWAY_LATHE
materials = list(/datum/material/iron = SHEET_MATERIAL_AMOUNT * 2, /datum/material/glass = SHEET_MATERIAL_AMOUNT * 2, /datum/material/titanium =SHEET_MATERIAL_AMOUNT)
build_path = /obj/item/shield/ballistic
category = list(
RND_CATEGORY_WEAPONS + RND_SUBCATEGORY_WEAPONS_MELEE
)
departmental_flags = DEPARTMENT_BITFLAG_SECURITY
autolathe_exportable = FALSE
/datum/design/beamrifle
name = "Event Horizon Anti-Existential Beam Rifle Part Kit (DOOMSDAY DEVICE)"
desc = "The kit that produces a weapon made to end your foes on an existential level. Why the fuck can you make this?"
id = "beamrifle"
build_type = PROTOLATHE | AWAY_LATHE
materials = list(/datum/material/iron = SHEET_MATERIAL_AMOUNT * 5, /datum/material/glass =SHEET_MATERIAL_AMOUNT * 2.5, /datum/material/diamond =SHEET_MATERIAL_AMOUNT * 2.5, /datum/material/uranium = SHEET_MATERIAL_AMOUNT * 4, /datum/material/silver = SHEET_MATERIAL_AMOUNT * 2.25, /datum/material/gold =SHEET_MATERIAL_AMOUNT * 2.5)
build_path = /obj/item/weaponcrafting/gunkit/beam_rifle
category = list(
RND_CATEGORY_WEAPONS + RND_SUBCATEGORY_WEAPONS_KITS
)
departmental_flags = DEPARTMENT_BITFLAG_SECURITY
autolathe_exportable = FALSE
/datum/design/rapidsyringe
name = "Rapid Syringe Gun"
desc = "A gun that fires many syringes."
id = "rapidsyringe"
build_type = PROTOLATHE | AWAY_LATHE
materials = list(/datum/material/iron =SHEET_MATERIAL_AMOUNT * 2.5, /datum/material/glass =HALF_SHEET_MATERIAL_AMOUNT)
build_path = /obj/item/gun/syringe/rapidsyringe
category = list(
RND_CATEGORY_EQUIPMENT + RND_SUBCATEGORY_EQUIPMENT_CHEMISTRY
)
departmental_flags = DEPARTMENT_BITFLAG_MEDICAL //uwu
/datum/design/temp_gun
name = "Temperature Gun Part Kit (Less Lethal/Very Lethal (Lizardpeople))"
desc = "A gun that shoots temperature bullet energythings to change temperature."//Change it if you want
id = "temp_gun"
build_type = PROTOLATHE | AWAY_LATHE
materials = list(/datum/material/iron =SHEET_MATERIAL_AMOUNT * 2.5, /datum/material/glass =SMALL_MATERIAL_AMOUNT*5, /datum/material/silver = SHEET_MATERIAL_AMOUNT * 1.5)
build_path = /obj/item/weaponcrafting/gunkit/temperature
category = list(
RND_CATEGORY_WEAPONS + RND_SUBCATEGORY_WEAPONS_KITS
)
departmental_flags = DEPARTMENT_BITFLAG_SECURITY
autolathe_exportable = FALSE
/datum/design/flora_gun
name = "Floral Somatoray"
desc = "A tool that discharges controlled radiation which induces mutation in plant cells. Harmless to other organic life."
id = "flora_gun"
build_type = PROTOLATHE | AWAY_LATHE
materials = list(/datum/material/iron =SHEET_MATERIAL_AMOUNT, /datum/material/glass =SMALL_MATERIAL_AMOUNT*5, /datum/material/uranium =SHEET_MATERIAL_AMOUNT)
build_path = /obj/item/gun/energy/floragun
category = list(
RND_CATEGORY_TOOLS + RND_SUBCATEGORY_TOOLS_BOTANY_ADVANCED
)
departmental_flags = DEPARTMENT_BITFLAG_SERVICE
/datum/design/large_grenade
name = "Large Grenade Casing"
desc = "A grenade that affects a larger area and use larger containers."
id = "large_grenade"
build_type = PROTOLATHE | AWAY_LATHE
materials = list(/datum/material/iron = SHEET_MATERIAL_AMOUNT * 1.5)
build_path = /obj/item/grenade/chem_grenade/large
category = list(
RND_CATEGORY_EQUIPMENT + RND_SUBCATEGORY_EQUIPMENT_CHEMISTRY
)
departmental_flags = DEPARTMENT_BITFLAG_MEDICAL
/datum/design/pyro_grenade
name = "Pyro Grenade Casing"
desc = "An advanced grenade that is able to self ignite its mixture."
id = "pyro_grenade"
build_type = PROTOLATHE | AWAY_LATHE
materials = list(/datum/material/iron = SHEET_MATERIAL_AMOUNT, /datum/material/plasma =SMALL_MATERIAL_AMOUNT * 5)
build_path = /obj/item/grenade/chem_grenade/pyro
category = list(
RND_CATEGORY_EQUIPMENT + RND_SUBCATEGORY_EQUIPMENT_CHEMISTRY
)
departmental_flags = DEPARTMENT_BITFLAG_MEDICAL
/datum/design/cryo_grenade
name = "Cryo Grenade Casing"
desc = "An advanced grenade that rapidly cools its contents upon detonation."
id = "cryo_grenade"
build_type = PROTOLATHE | AWAY_LATHE
materials = list(/datum/material/iron = SHEET_MATERIAL_AMOUNT, /datum/material/silver = SMALL_MATERIAL_AMOUNT * 5)
build_path = /obj/item/grenade/chem_grenade/cryo
category = list(
RND_CATEGORY_EQUIPMENT + RND_SUBCATEGORY_EQUIPMENT_CHEMISTRY
)
departmental_flags = DEPARTMENT_BITFLAG_MEDICAL
/datum/design/adv_grenade
name = "Advanced Release Grenade Casing"
desc = "An advanced grenade that can be detonated several times, best used with a repeating igniter."
id = "adv_grenade"
build_type = PROTOLATHE | AWAY_LATHE
materials = list(/datum/material/iron = SHEET_MATERIAL_AMOUNT * 1.5, /datum/material/glass = SMALL_MATERIAL_AMOUNT * 5)
build_path = /obj/item/grenade/chem_grenade/adv_release
category = list(
RND_CATEGORY_EQUIPMENT + RND_SUBCATEGORY_EQUIPMENT_CHEMISTRY
)
departmental_flags = DEPARTMENT_BITFLAG_MEDICAL
/datum/design/xray
name = "X-ray Laser Gun Part Kit (Lethal)"
desc = "Not quite as menacing as it sounds"
id = "xray_laser"
build_type = PROTOLATHE | AWAY_LATHE
materials = list(/datum/material/gold =SHEET_MATERIAL_AMOUNT * 2.5, /datum/material/uranium = SHEET_MATERIAL_AMOUNT * 2, /datum/material/iron =SHEET_MATERIAL_AMOUNT * 2.5, /datum/material/titanium =SHEET_MATERIAL_AMOUNT, /datum/material/bluespace =SHEET_MATERIAL_AMOUNT)
build_path = /obj/item/weaponcrafting/gunkit/xray
category = list(
RND_CATEGORY_WEAPONS + RND_SUBCATEGORY_WEAPONS_KITS
)
departmental_flags = DEPARTMENT_BITFLAG_SECURITY
autolathe_exportable = FALSE
/datum/design/ioncarbine
name = "Ion Carbine Part Kit (Nonlethal/Highly Destructive/Lethal (Silicons))"
desc = "How to Dismantle a Cyborg: The Gun."
id = "ioncarbine"
build_type = PROTOLATHE | AWAY_LATHE
materials = list(/datum/material/silver = SHEET_MATERIAL_AMOUNT * 3, /datum/material/iron = SHEET_MATERIAL_AMOUNT * 4, /datum/material/uranium =SHEET_MATERIAL_AMOUNT)
build_path = /obj/item/weaponcrafting/gunkit/ion
category = list(
RND_CATEGORY_WEAPONS + RND_SUBCATEGORY_WEAPONS_KITS
)
departmental_flags = DEPARTMENT_BITFLAG_SECURITY
autolathe_exportable = FALSE
/datum/design/wormhole_projector
name = "Bluespace Wormhole Projector"
desc = "A projector that emits high density quantum-coupled bluespace beams. Requires a bluespace anomaly core to function."
id = "wormholeprojector"
build_type = PROTOLATHE
materials = list(/datum/material/silver =SHEET_MATERIAL_AMOUNT, /datum/material/iron =SHEET_MATERIAL_AMOUNT * 2.5, /datum/material/diamond =SHEET_MATERIAL_AMOUNT, /datum/material/bluespace =SHEET_MATERIAL_AMOUNT * 1.5)
build_path = /obj/item/gun/energy/wormhole_projector
category = list(
RND_CATEGORY_EQUIPMENT + RND_SUBCATEGORY_EQUIPMENT_SCIENCE
)
departmental_flags = DEPARTMENT_BITFLAG_SCIENCE
/datum/design/lasershell
name = "Scatter Laser Shotgun Shell (Lethal)"
desc = "A high-tech shotgun shell which houses an internal capacitor and laser focusing crystal inside of a shell casing. \
Able to be fired from conventional ballistic shotguns with minimal rifling degradation. Also leaves most targets covered \
in grotesque burns."
id = "lasershell"
build_type = PROTOLATHE | AWAY_LATHE
materials = list(/datum/material/iron = SMALL_MATERIAL_AMOUNT * 3, /datum/material/glass = SMALL_MATERIAL_AMOUNT * 2, /datum/material/gold = SMALL_MATERIAL_AMOUNT * 2)
build_path = /obj/item/ammo_casing/shotgun/scatterlaser
category = list(
RND_CATEGORY_WEAPONS + RND_SUBCATEGORY_WEAPONS_AMMO
)
departmental_flags = DEPARTMENT_BITFLAG_SECURITY
/datum/design/flechette
name = "Flechette Shotgun Shell (Lethal)"
desc = "A shotgun casing filled with small metal darts. Pokes many tiny holes into meat and kevlar alike. Useful for turning someone's insides \
into outsides."
id = "flechetteshell"
build_type = PROTOLATHE | AWAY_LATHE
materials = list(/datum/material/iron = SMALL_MATERIAL_AMOUNT * 3, /datum/material/glass = SMALL_MATERIAL_AMOUNT * 2)
build_path = /obj/item/ammo_casing/shotgun/flechette
category = list(
RND_CATEGORY_WEAPONS + RND_SUBCATEGORY_WEAPONS_AMMO
)
departmental_flags = DEPARTMENT_BITFLAG_SECURITY
/datum/design/techshell
name = "Unloaded Technological Shotshell"
desc = "A high-tech shotgun shell which can be crafted into more advanced shells to produce unique effects. \
Does nothing on its own."
id = "techshotshell"
build_type = PROTOLATHE | AWAY_LATHE
materials = list(/datum/material/iron = SMALL_MATERIAL_AMOUNT * 3, /datum/material/glass = SMALL_MATERIAL_AMOUNT * 2)
build_path = /obj/item/ammo_casing/shotgun/techshell
category = list(
RND_CATEGORY_WEAPONS + RND_SUBCATEGORY_WEAPONS_AMMO
)
departmental_flags = DEPARTMENT_BITFLAG_SECURITY
/datum/design/flechette
name = "Flechette Shotgun Shell (Lethal)"
desc = "A shotgun casing filled with small metal darts. Pokes many tiny holes into meat and kevlar alike. Useful for turning someone's insides \
into outsides."
id = "flechetteshell"
build_type = PROTOLATHE | AWAY_LATHE
materials = list(/datum/material/iron = SMALL_MATERIAL_AMOUNT * 3, /datum/material/glass = SMALL_MATERIAL_AMOUNT * 2)
build_path = /obj/item/ammo_casing/shotgun/flechette
category = list(
RND_CATEGORY_WEAPONS + RND_SUBCATEGORY_WEAPONS_AMMO
)
departmental_flags = DEPARTMENT_BITFLAG_SECURITY
/datum/design/donkflechette
name = "Donk Co. 'Donk Spike' Flechette Shotgun Shell (Lethal)"
desc = "A shotgun casing filled with small plastic darts. That's right, plastic. Do you really think plastic is that scary? Sure, it would hurt to be \
shot by this, but is it really going to do that much damage? You decide, pal, I'm not your mother. I'm just a computer."
id = "donkshell"
build_type = PROTOLATHE | AWAY_LATHE
materials = list(/datum/material/iron = SMALL_MATERIAL_AMOUNT * 3, /datum/material/plastic = SMALL_MATERIAL_AMOUNT * 2)
build_path = /obj/item/ammo_casing/shotgun/flechette/donk
category = list(
RND_CATEGORY_WEAPONS + RND_SUBCATEGORY_WEAPONS_AMMO
)
departmental_flags = DEPARTMENT_BITFLAG_SECURITY
/datum/design/tear_gas_40mm
name = "40mm Tear Gas Grenade Shell (Less Lethal)"
desc = "Looking to stop a riot or put down those damn space hippies in their beat up space caravan? We've got the grenade for you!"
id = "tear_gas_shell"
build_type = AUTOLATHE
materials = list(/datum/material/iron = SMALL_MATERIAL_AMOUNT * 3, /datum/material/plasma = SMALL_MATERIAL_AMOUNT * 2)
build_path = /obj/item/ammo_casing/a40mm/tear_gas
category = list(
RND_CATEGORY_WEAPONS + RND_SUBCATEGORY_WEAPONS_AMMO
)
/datum/design/rubber_40mm
name = "40mm Rubber Shell (Less Lethal)"
desc = "Launch a rubber puck straight into an assistant's head at high velocities today!"
id = "rubber_puck_shell"
build_type = AUTOLATHE
materials = list(/datum/material/iron = SMALL_MATERIAL_AMOUNT * 3, /datum/material/plastic = SMALL_MATERIAL_AMOUNT * 2)
build_path = /obj/item/ammo_casing/a40mm/rubber
category = list(
RND_CATEGORY_WEAPONS + RND_SUBCATEGORY_WEAPONS_AMMO
)
/datum/design/suppressor
name = "Suppressor"
desc = "A reverse-engineered suppressor that fits on most small arms with threaded barrels."
id = "suppressor"
build_type = PROTOLATHE | AWAY_LATHE
materials = list(/datum/material/iron =SHEET_MATERIAL_AMOUNT, /datum/material/silver =SMALL_MATERIAL_AMOUNT*5)
build_path = /obj/item/suppressor
category = list(
RND_CATEGORY_WEAPONS + RND_SUBCATEGORY_WEAPONS_PARTS
)
departmental_flags = DEPARTMENT_BITFLAG_SECURITY
/datum/design/gravitygun
name = "One-point Gravitational Manipulator"
desc = "A multi-mode device that blasts one-point bluespace-gravitational bolts that locally distort gravity. Requires a gravitational anomaly core to function."
id = "gravitygun"
build_type = PROTOLATHE | AWAY_LATHE
materials = list(/datum/material/silver = SHEET_MATERIAL_AMOUNT * 4, /datum/material/uranium = SHEET_MATERIAL_AMOUNT * 4, /datum/material/glass = SHEET_MATERIAL_AMOUNT * 6, /datum/material/iron = SHEET_MATERIAL_AMOUNT * 6, /datum/material/diamond =SHEET_MATERIAL_AMOUNT * 1.5, /datum/material/bluespace =SHEET_MATERIAL_AMOUNT * 1.5)
build_path = /obj/item/gun/energy/gravity_gun
category = list(
RND_CATEGORY_EQUIPMENT + RND_SUBCATEGORY_EQUIPMENT_SCIENCE
)
departmental_flags = DEPARTMENT_BITFLAG_SCIENCE
/datum/design/largecrossbow
name = "Energy Crossbow Part Kit (Less Lethal/Contraband)"
desc = "A kit to reverse-engineer a proto-kinetic accelerator into an energy crossbow, favored by syndicate infiltration teams and carp hunters."
id = "largecrossbow"
build_type = PROTOLATHE | AWAY_LATHE
materials = list(/datum/material/iron =SHEET_MATERIAL_AMOUNT * 2.5, /datum/material/glass =HALF_SHEET_MATERIAL_AMOUNT * 1.5, /datum/material/uranium =HALF_SHEET_MATERIAL_AMOUNT * 1.5, /datum/material/silver =HALF_SHEET_MATERIAL_AMOUNT * 1.5)
build_path = /obj/item/weaponcrafting/gunkit/ebow
category = list(
RND_CATEGORY_WEAPONS + RND_SUBCATEGORY_WEAPONS_KITS
)
departmental_flags = DEPARTMENT_BITFLAG_SECURITY
autolathe_exportable = FALSE
/datum/design/cleric_mace
name = "Cleric Mace"
desc = "A mace fit for a cleric. Useful for bypassing plate armor, but too bulky for much else."
id = "cleric_mace"
build_type = AUTOLATHE
materials = list(/datum/material_slot/weapon_head = SHEET_MATERIAL_AMOUNT * 4.5, /datum/material_slot/handle = SHEET_MATERIAL_AMOUNT * 1.5)
build_path = /obj/item/melee/cleric_mace
category = list(RND_CATEGORY_IMPORTED)
/datum/design/liberator_gun
name = "The Liberator"
desc = "A dirt cheap 3D printed gun. Only holds one bullet, and is infamous for sometimes exploding on it's user."
id = "liberator_gun"
build_type = AUTOLATHE
materials = list(/datum/material/plastic = SHEET_MATERIAL_AMOUNT * 2, /datum/material/iron = SMALL_MATERIAL_AMOUNT * 15)
build_path = /obj/item/gun/ballistic/automatic/pistol/doohickey
category = list(RND_CATEGORY_IMPORTED)
/datum/design/stun_boomerang
name = "OZtek Boomerang"
desc = "Uses reverse flow gravitodynamics to flip its personal gravity back to the thrower mid-flight. Also functions similar to a stun baton."
id = "stun_boomerang"
build_type = PROTOLATHE | AWAY_LATHE
materials = list(/datum/material/iron = SHEET_MATERIAL_AMOUNT * 5, /datum/material/glass = SHEET_MATERIAL_AMOUNT * 2, /datum/material/silver = SHEET_MATERIAL_AMOUNT * 5, /datum/material/gold =SHEET_MATERIAL_AMOUNT)
build_path = /obj/item/melee/baton/security/boomerang
category = list(
RND_CATEGORY_WEAPONS + RND_SUBCATEGORY_WEAPONS_RANGED
)
departmental_flags = DEPARTMENT_BITFLAG_SECURITY
/datum/design/photon_cannon
name = "Photon Cannon Part Kit (Nonlethal)"
desc = "A kit to reverse-engineer a photon cannon, a weapon that generates a shortly-lived miniature sun. Technically brightens up the room, effectively blinds everyone in it. Requires a flux anomaly core to finish."
id = "photon_cannon"
build_type = PROTOLATHE | AWAY_LATHE
materials = list(/datum/material/iron = SHEET_MATERIAL_AMOUNT * 3, /datum/material/glass = SHEET_MATERIAL_AMOUNT * 7, /datum/material/gold = SHEET_MATERIAL_AMOUNT * 5)
build_path = /obj/item/weaponcrafting/gunkit/photon
category = list(
RND_CATEGORY_WEAPONS + RND_SUBCATEGORY_WEAPONS_KITS
)
departmental_flags = DEPARTMENT_BITFLAG_SECURITY